mapbox-gl
Version:
A WebGL interactive maps library
119 lines (103 loc) • 3.91 kB
JavaScript
'use strict';
const ArrayGroup = require('./array_group');
const BufferGroup = require('./buffer_group');
const util = require('../util/util');
/**
* The `Bucket` class is the single point of knowledge about turning vector
* tiles into WebGL buffers.
*
* `Bucket` is an abstract class. A subclass exists for each style layer type.
* Create a bucket via the `StyleLayer#createBucket` method.
*
* The concrete bucket types, using layout options from the style layer,
* transform feature geometries into vertex and element data for use by the
* vertex shader. They also (via `ProgramConfiguration`) use feature
* properties and the zoom level to populate the attributes needed for
* data-driven styling.
*
* Buckets are designed to be built on a worker thread and then serialized and
* transferred back to the main thread for rendering. On the worker side, a
* bucket's vertex, element, and attribute data is stored in `bucket.arrays:
* ArrayGroup`. When a bucket's data is serialized and sent back to the main
* thread, is gets deserialized (using `new Bucket(serializedBucketData)`, with
* the array data now stored in `bucket.buffers: BufferGroup`. BufferGroups
* hold the same data as ArrayGroups, but are tuned for consumption by WebGL.
*
* @private
*/
class Bucket {
/**
* @param options
* @param {number} options.zoom Zoom level of the buffers being built. May be
* a fractional zoom level.
* @param options.layer A Mapbox style layer object
* @param {Object.<string, Buffer>} options.buffers The set of `Buffer`s being
* built for this tile. This object facilitates sharing of `Buffer`s be
between `Bucket`s.
*/
constructor (options, programInterface) {
this.zoom = options.zoom;
this.overscaling = options.overscaling;
this.layers = options.layers;
this.index = options.index;
if (options.arrays) {
this.buffers = new BufferGroup(programInterface, options.layers, options.zoom, options.arrays);
} else {
this.arrays = new ArrayGroup(programInterface, options.layers, options.zoom);
}
}
populate(features, options) {
for (const feature of features) {
if (this.layers[0].filter(feature)) {
this.addFeature(feature);
options.featureIndex.insert(feature, this.index);
}
}
}
getPaintPropertyStatistics() {
return util.mapObject(this.arrays.layerData, data => data.paintPropertyStatistics);
}
isEmpty() {
return this.arrays.isEmpty();
}
serialize(transferables) {
return {
zoom: this.zoom,
layerIds: this.layers.map((l) => l.id),
arrays: this.arrays.serialize(transferables)
};
}
/**
* Release the WebGL resources associated with the buffers. Note that because
* buckets are shared between layers having the same layout properties, they
* must be destroyed in groups (all buckets for a tile, or all symbol buckets).
*
* @private
*/
destroy() {
if (this.buffers) {
this.buffers.destroy();
this.buffers = null;
}
}
}
module.exports = Bucket;
Bucket.deserialize = function(input, style) {
// Guard against the case where the map's style has been set to null while
// this bucket has been parsing.
if (!style) return;
const output = {};
for (const serialized of input) {
const layers = serialized.layerIds
.map((id) => style.getLayer(id))
.filter(Boolean);
if (layers.length === 0) {
continue;
}
const bucket = layers[0].createBucket(util.extend({layers}, serialized));
for (const layer of layers) {
output[layer.id] = bucket;
}
}
return output;
};